A Guide to Minor Factions and the Background Sim

Yes. (Used eddb to make sure I was buying at higher prices than I could sell for.)

last question - minor faction controlling the market wasn't in any state? at least not in war/civil war?

but your numbers look like negative influence effect of trading was patched out - i personally like that.
 
last question - minor faction controlling the market wasn't in any state? at least not in war/civil war?

but your numbers look like negative influence effect of trading was patched out - i personally like that.

Not quite - you should be able to generate a negative effect, even if at a reduced rate. Everything should be done both ways.
 

_trent_

Volunteer Moderator
last question - minor faction controlling the market wasn't in any state? at least not in war/civil war?

but your numbers look like negative influence effect of trading was patched out - i personally like that.

No state and no pending/recovering state. It seems to be a backwater system that nobody visits much (if at all).

It was only a short term experiment, but it does seem to me that selling only affects influence in one direction. I don't make any claims that the results are anything more than anecdotal. It might be that the level of losses I was making (a few thousand per load) were not sufficient to push the influence levels.
 
I dont see why 'negative sales' should lower influence. They may not needed it much, but got it for cheap so not their problem.

Look at it as if it was a real business: "cheap" is "too much" for something you don't want. They had to pay for something they did not want and now have to give it away lowering the price of what they already had, and it takes up storage space that now they can't use for more valuable goods (and storage space is not free either). You are making them lose money.
 
I dont see why 'negative sales' should lower influence. They may not needed it much, but got it for cheap so not their problem.

Because your forcing them to buy something the have no need for.

What would be more realistic is if the market didn't buy anything from you it didn't want, and then the Black Market bought it from you to hurt the influence. No BM, then no purchase of your goods.

The game mechanic however I believe, uses the Cmdr's Profit or Loss (because the Market is being forced to buy legal goods) on the sale of items as its basis for determining if the influence should be up or down for each sale. And yes, each sale as in each 'Transaction Completed'.
Like it was a little while back, per t. Until FD were made aware of what was found by some Cmdr's and they altered things and it hasn't been determined if it is still via the nth t (10t or 100t or 20t?) or t at all.
The markets themselves have no knowledge of profit or loss in themselves that I can determine. No one willingly trades in Grain, there is no money to be made. So any Agricultural system will be in permanent loss if it was by the 'market' and not the Cmdr.
 
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Because your forcing them to buy something the have no need for.

What would be more realistic is if the market didn't buy anything from you it didn't want, and then the Black Market bought it from you to hurt the influence. No BM, then no purchase of your goods.

The game mechanic however I believe, uses the Cmdr's Profit or Loss (because the Market is being forced to buy legal goods) on the sale of items as its basis for determining if the influence should be up or down for each sale. And yes, each sale as in each 'Transaction Completed'.
Like it was a little while back, per t. Until FD were made aware of what was found by some Cmdr's and they altered things and it hasn't been determined if it is still via the nth t (10t or 100t or 20t?) or t at all.
The markets themselves have no knowledge of profit or loss in themselves that I can determine. No one willingly trades in Grain, there is no money to be made. So any Agricultural system will be in permanent loss if it was by the 'market' and not the Cmdr.

This. Nice summary.
 
I believe this is the most important aspect .... Cmdr Profit or Loss

Agreed, and all our testing supports this. I thoroughly tested level of demand, but level of profit/loss proved vastly more important. Diminishing returns though. 2000cr/ton is more effective, but not outrageously so, than 200cr/ton.

Edit: I also tested the theory that the top 3 imports/exports list was relevant. No difference from anything else at roughly the same profit was apparent.
 
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Regarding Rares, what are the BGS mechanics that stop their production/sale? I've read of some scenarios where the Rare can't be bought but I haven't found the explanation of the mechanic behind the issue

Bust state will severely decrease rare production but not eliminate it, as we discovered in the Dangerous Games! Boom will increase production significantly.

If I recall correctly there have been instances where a change of government has eliminated a rare good if that type of good is illegal in the aligned superpower (and/or govt type???) - this may be particular to the Feds. As I understand it Alliance control creates no such difficulties. I must admit though I am no expert in this aspect of the BGS.
 
Agreed, and all our testing supports this. I thoroughly tested level of demand, but level of profit/loss proved vastly more important. Diminishing returns though. 2000cr/ton is more effective, but not outrageously so, than 200cr/ton.

Edit: I also tested the theory that the top 3 imports/exports list was relevant. No difference from anything else at roughly the same profit was apparent.

look at the recent test on the previous page. looks as if influence loss via no demand-sale for loss isn't anymore.

Bust state will severely decrease rare production but not eliminate it, as we discovered in the Dangerous Games! Boom will increase production significantly.

If I recall correctly there have been instances where a change of government has eliminated a rare good if that type of good is illegal in the aligned superpower (and/or govt type???) - this may be particular to the Feds. As I understand it Alliance control creates no such difficulties. I must admit though I am no expert in this aspect of the BGS.

borasetani pathogenics is a rare blocked by superpower allegiance: alliance - i guess that was the only one.
 
So my test yesterday following discussion here was this:
Does being in War/CW stop a faction from gaining Influence in a system other than the one where the conflict being conducted?

Previously before Engineers or a patch of ... yes.

Now .... NO.

I had the benefit of having 4 different faction in 4 systems around me where I could see different effects from different tests.
4 Factions A, B, C, D (mine)
4 Systems 1, 2, 3, 4

Test A. Run missions for Fac A in System 1 while it is in War in System 2. Influence change in System 1=0. Change in System 2=0 (expected).

Test B. Watch for Influence changes to Fac B and C in System 3 (where it is in CW) and System 4 (where it is not in CW but houses both those Facs) when doing missions for Fac D. Now this was interesting, as Facs B and C both lost influence in both Systems.

So it would appear that while you can definitely lose influence while at War/CW from outside factors (other faction activity), you cannot increase you own Faction Influence in a system during the Conflict phase.
 
Now, back on a subject previously touched but not confirmed: I have right now another example of a war ended at >60% influence and immediately pending war again for control of the next station. So the case is confirmed, unless you end the war <60% you keep being in war there until you have control of all stations.
 

_trent_

Volunteer Moderator
Now, back on a subject previously touched but not confirmed: I have right now another example of a war ended at >60% influence and immediately pending war again for control of the next station. So the case is confirmed, unless you end the war <60% you keep being in war there until you have control of all stations.

Our faction (not the controlling faction) is currently at 58% in Teaka and rising so I might have the opportunity to try this out over the next few days/weeks. I will let you know what happens.
 
Is there an easy way to find the system a faction expanded into?

I'm trying to check every system within a 30 ly range and I'm not finding the "missing" faction, but I might have missed a system. Without being able to hide the jump-lines (without constantly reappearing) it's a very annoying process.

How do the experts find the system into which a faction expanded?
 
Is there an easy way to find the system a faction expanded into?

I'm trying to check every system within a 30 ly range and I'm not finding the "missing" faction, but I might have missed a system. Without being able to hide the jump-lines (without constantly reappearing) it's a very annoying process.

How do the experts find the system into which a faction expanded?

news bulletins in stations.
 
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